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Re: [Public WebGL] Support precompiled shaders as extensions
So to summarise:
SPIR-V - does not solves compilation times.
Platform specific shader bytecode - is not the way due to many reasons explained above in the topic.
Now the questions:
1. If there is a work we can influence on making GPU compilation faster?
2. What can we do, to help WebGL community to engage with async shader compilation solutions, possibly glFenceSync?